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Visualizzazione post con etichetta War in the East. Mostra tutti i post
Visualizzazione post con etichetta War in the East. Mostra tutti i post

giovedì 25 luglio 2013

Il combattimento in War in the East parte 5 - General Ground Combat Rules parte 3

Le unità la cui somma di morale e percentuale di ToE non raggiungono i 90 sono considerate in stato unready. Le unità unready possono attaccare solo se non hanno speso punti movimento, quindi di fatto solo se partono adiacenti ad un'unità nemica.

L'attacco fatto attraverso fiumi non ghiacciati di fatto comporta (attraverso la simulazione di un tasso di disruption) la perdita di CV di circa 1/2 per fiumi minori e 2/3 per i fiumi maggiori

martedì 23 luglio 2013

Il combattimento in War in the East parte 5 - General Ground Combat Rules parte 2

Essenziale per il risultato del combattimento è il valore di Combat Value, questo è dato dalla somma di tutti i CV delle unità partecipanti al combattimento (prima linea,supporti e riserve) e modificato da una serie di fattori:

- una carenza inferiore al 25%di tutti e tre i fattori di rifornimento (munizioni, carburante, supply) comporta una penalità.
- unità non appartenenti all'HQ principale (quello con più unità nello scontro) ricevono una penalità
- I valori dei genieri sono inferiori se partecipano ad un attacco Hasty
- presenza di unità di sciatori durante i periodi di neve o tormenta.
- la carenza di veicoli infligge una penalità (più alta se l'unità è motorizzata)
- differenti tipi di terreno e tempo influenzano in modo diverso tipi differenti di unità.
- durante i periodi di fango, gli attaccanti hanno il CV diviso per 8.


Quindi nella schermata di combattimento vedrete un valore iniziale di CV (che è la somma dei valori delle unità sulle icone moltiplicato x 10), che è modificato solo dalle fortificazioni e nel caso di hasty attack, e un valore di CV modificato che è quello effettivo tenuto conto di tutti i modificatori. Il rapporto tra i due CV dal il risultato della battaglia.

lunedì 22 luglio 2013

Il combattimento in War in the East parte 5 - General Ground Combat Rules parte 1

Il combattimento tattico in WITE è automatico, determinato dal computer sulla base di una serie di risultati di rounds consecutivi. All'inizio è determinata la distanza di inizio dell'azione, è chiaro che il tipo di terreno influenza il raggio massimo. L'attaccante inizia a sparare per primo, seguito dal difensore: a questo punto sono conteggiate le unità che possono sparare. I fattori di calcolo a questo fine sono multipli:

the type of attack (hasty or deliberate), enemy unit detection level (DL), defending fortification modifier, attacking unit morale and supply status (especially ammo), individual ground element experience, fatigue, ammo usage and range of their equipped devices, and leader initiative and ground combat rating (mech or infantry) checks

A causa della dottrina offensiva sovietica, le unità tedesche in difesa hanno maggiori possibilità di sparare.

Tutte le unità che hanno passato il check e hanno il nemico a portata delle loro armi fanno fuoco sulle unità avversarie loro opposte:

The number of shots taken, the ability to hit the target, and for AFV and combat vehicles where the target is hit, are dependent on the same factors listed above as well as ground element speed, size, and the firing devices accuracy, rate of fire, and blast radius against soft targets.

Il numero di colpi sparati sarà proporzionale alle munizioni a disposizione, con le unità di supporto e in riserva più propense a sparare di più.

Dopo la fase di fuoco ne viene determinato l'effetto (qui il livello di protezione, terreno, velocità di chi lo riceve influenza il risultato) che può essere nullo oppure disrupted, damaged or destroyed. Ovviamente un'unità in queste condizioni non può proseguire nei rounds successivi.

Certe unità come la fanteria hanno un raggio di scontro ridotto.

Dopo aver risolto tutti questi scontri il computer determina il risultato.

Queste sono le modifiche fatte al regolamento con le varie patchs:

v1.04.14 - April 28, 2011
 Added code to make low experience combat elements expend more ammo when they fire.

 v1.04.28 - June 8, 2011
 Added a fire penalty in combat when there is a large number of attacking units. The force value of the attacking side is calculated using the following values for each non-support, non-artillery division unit attacking:

  Corps 15
  Division 9
  Brigade 5 (unless the brigade has less than 2000 men in which case it is 3) 
  Regiment 3

 Once the force value exceeds 28 there is a chance that elements will not get to fire during combat. Artillery elements are much less effected (only impacted at closer ranges in combat), and the chance that elements will not fire increases as the force value increases. In general though, adding more units should result in more elements firing, but a lower percentage of the total elements will generally be firing as the force increases. The CV values of the attacking units are not changed by this rule. 

v1.06.22 - November 29, 2012 
Changes to Combat Formulas 
a) Reduced the fire of artillery elements during bombardment (2-hex) combat (primarily reduced the fire of defending artillery). 
b) Defensive fire will be reduced to conserve ammunition if the attacker is relatively very small (roughly less than half the size of the defender). 
c) If an artillery element is firing with its non-main gun devices only, 1/10 of the standard ammunition is used.
d) Removed very large ammo usage spikes by artillery ground elements in battle.


domenica 21 luglio 2013

Il combattimento in War in the East parte 4 - le riserve parte 2

Per calcolare i PM necessari per sapere se un'unità in riserva può partecipare al combattimento, bisogna prima contare quanti esagoni di distanza ci sono fino all'esagono di combattimento. Se l'unità in riserva appartiene allo stesso HQ di quella in combattimento i PM vanno moltiplicati x3,  se invece è nella stessa gerarchia di HQs per 4. Se poi l'unità è motorizzata paga altri 8 PM, mentre se appiedata ne paga 2.

Le unità di riserva difensive possono essere coinvolte nella rotta delle unità in difesa, ma solo se il loro morale è sotto un certo livello.

Inoltre per le unità di riserva c'è una speciale regola per i combattimenti urbani: ogni unità in riserva ad una distanza massima di 2 esagoni da una battaglia urbana, può essere chiamata in combattimento anche con un PM solo ed è esente dai check sulla distanza. Però c'è una penalità sul test del numero di unità già impegnate dalla riserva.

sabato 20 luglio 2013

Il combattimento in War in the East parte 4 - le riserve parte 1

Unità non direttamente coinvolte nel combattimento possono intervenire ugualmente, sia un caso di attacco che difesa, sia in caso di attacco hasty o deliberate. Le condizioni essenziali è che l'unità abbia almeno 3 PM e sia settata nella condizione "Reserve" (pulsante sotto l'icona dell'unità). Anche se l'unità in riserva non si muove spenderà egualmente i PM necessari per l'attacco.

Le riserve del difensore devono essere ad almeno 6 esagoni di distanza dalla zona di battaglia, le riserve dell'attaccante a 3. L'unità in riserva non sarà mai impiegata se è adiacente ad un'unità nemica e se il rapporto di forze è a sfavore di 10 a 1 in termini di CV. Il test per prendere parte al combattimento è sia sull'iniziativa del leader che sul valore di PM dell'unità. Inoltre più basso è il "command battle modifier" dell'unità più alta la possibilità di partecipare al combattimento. Le unità motorizzate hanno chances più alte di partecipare.

Le riserve possono prendere parte a più combattimenti se hanno i PM necessari, ma non hanno i bonus delle fortificazioni in caso di fire combat.

Un ulteriore limite è la dimensione dell'unità: più è grande, ad esempio un corpo, meno possibilità ha di prendere parte allo scontro. Ecco i modificatori al testi di iniziativa del leader:

 Corps =15
 Division = 9
 Brigade = 5
 Regiment = 3






giovedì 18 luglio 2013

Il combattimento in War in the East parte 3 - Le unità di supporto

Le unità di supporto possono partecipare al combattimento sia in maniera automatica (se agganciate direttamente alle unità coinvolte) sia non automaticamente (a seguito di un check) se agganciati ad un HQ ad almeno 5 esagoni amici di distanza.

Il numero massimo di unità di supporto agganciabili è 6, tranne quando il terreno di scontro è un esagono urbano. In questo caso il difensore ne può agganciare fino a 18; il numero può essere più alto a secondo del livello di fortificazioni, e in una fase di special commitment, le unità di artiglieria hanno la priorità. Sempre in questo tipo di fase il difensore ha il massimale aumentato di tre unità. Per ogni unità di supporto è necessario che il leader passi un test di iniziativa, che è influenzato sia dal numero di unità non-costruzione nell'HQ sia dal numero di unità già agganciate. Quindi meno unità di costruzione sono nell'HQ più probabilità avrò di agganciare, ma più aggancio meno probabilità avrò di agganciare altre unità.

Inoltre se l'HQ non si è mosso durante il turno le mie possibilità di aggancio crescono.

mercoledì 17 luglio 2013

Il combattimento in War in the East parte 2 - Fortification Defensive Modifier parte 3

Il livello di fortificazione di un difensore può essere ridotto tutto in parte se al combattimento prendono parte truppe di genieri; più genieri partecipano più alta è la possibilità di ridurre il valore di fortificazione. In aggiunta se un'unità dell'Asse non riesce a respingere un difensore sovietico ma ottiene comunque un rapporto di CV di 1:1, allora può avvenire una riduzione aggiuntiva anche senza genieri (anche se questi aumentano le chances).

Le fortificazioni simulano anche i campi minati quindi c'è la probabilità che i mezzi corazzati dell'attaccante siano danneggiati per questo motivo quando attaccano le fortificazioni.

Inoltre i pezzi di artiglieria nelle fortificazioni (ma non quelli di supporto dagli HQ) ricevono un bonus di efficacia, per simulare la preparazione del tiro di interdizione del difensore.


martedì 16 luglio 2013

Il combattimento in War in the East parte 2 - Fortification Defensive Modifier parte 2

Le fortificazioni artificiali sono costruite dalle unità che occupano un esagono e le probabilità di costruzione sono proporzionali sia a punti movimento rimasti all'unità sia ai valori di costruzione dei suoi componenti, sia a valori di rifornimento. Se abbandonati dalle unità le fortificazioni iniziano a decadere gradualmente (tranne i livelli 4 e 5 che però possono essere costruiti solo in particolari zone e condizioni). L'artiglieria, specialmente quella pesante può ridurre le fortificazioni più piccole.

Le unità di genieri associate agli HQ possono supportare la costruzioni di forti fino a tre livelli di gerarchia di HQ, a patto che l'unità di combattimento e i vari HQ da cui dipende in gerarchia siano distanti tra di loro non più di 5 esagoni.

La popolazione civile delle città può aiutare nella costruzione delle fortificazioni fino ad 8 esagoni di distanza, se le unità nemiche ad almeno 25 esagoni di distanza. Più una città è popolosa e più vicini sono i nemici maggiori saranno i punti costruzioni impiegati. Le città dell'Asse danno meno punti costruzione rispetto a quelle sovietiche.


lunedì 15 luglio 2013

Il combattimento in War in the East parte 2 - Fortification Defensive Modifier parte 1

Il Fortification Defensive Modifier è un valore intrinseco associato al tipo di terreno ma che può essere aumentato da fortificazioni costruite (che vanno da una scala da 0 a 5). Il CV del difensore sarà moltiplicato per un valore composto da 1 + valore difensivo del terreno + valore della fortificazione. Il valore di fortificazione di una zona aumenterà per ogni turno finchè un'unità sarà presente nell'esagono e passerà un test, anche se man mano che il livello di fortificazione cresce minori saranno le possibilità di crescita per turno.

Il tipo di terreno determina anche la distanza media a cui avvengono gli scontri, e questo è importante nel caso di scontri tra fanteria e carri. Ecco la tabella dei valori difensivi del terreno


Come leggete le unità di montagna sono più efficienti negli esagoni di montagna

domenica 14 luglio 2013

Il combattimento in War in the East parte 1

Mi sto rileggendo il manuale di War in the East nella parte di combattimento e mi è venuto in mente di commentarlo qui, non solo per riempire un po' il blog, ma anche perchè scrivere le cose aiuta a ricordare, specialmente in manuali belli densi come quelli di giochi di questo genere. Ovviamente non pretendo di finire tutto in un post, ma un  po' alla volta.

Allora il manuale da il combattimento suddiviso in queste fasi:

1. Initiate battle (see section 5.3.1 regarding use of movement mode (F1) to attack)
2. Determine fortification defense modifier from terrain and fortification level (15.3)
3. Commit support units (15.4)
4. Calculate Combat Values (CV) and odds ratio for reserve commitment (15.5)
5. Commit reserve units (Defender first, then Attacker) (15.5)
6. Calculate initial CV's and odds ratio (15.6.2)
7. Conduct battle
    A. Air Mission sub-phase (16)
        (1) Phasing player Air Group units committed for ground support [mission]
        (2) Non-phasing player Air Group units committed for air intercept
        (3) Air to Air combat
        (4) Ground to Air (AA) and Air to Ground combat
    B. Ground Combat sub-phase (15.6.1)
8. Calculate final CV and odds ratio (15.8)
9. Determine Winner and Loser (15.8)
       A. If Defender lost, determine retreat result (15.9)
            Could be retreat, rout and displacement move (15.10), shatter, or surrender
            retreat attrition (15.11)

Ovviamente la prima cosa è iniziare l'attacco che appunto consiste nel selezionare la\e unità e poi cliccare con il destro sopra l'esagono bersaglio. Ci sono due tipi di attacco:

L'hasty attack è un attacco non preparato; solo le unità di uno stesso stack possono partecipare e il loro CV sarà ridotto della metà in ogni fase del calcolo. Le unità di supporto non facenti parte dello stack possono partecipare solo se i loro HQ non hanno speso punti movimento. In compenso la spesa di punti movimento è ridotta: 2 PM per le unità non motorizzate e 3 per quello motorizzate.
Legato all'Hasty attack è il concetto di ricognizione in forze: un test di CV è fatto prima dell'attacco vero e proprio: se il test da un risultato di almeno 2 a 1 a favore del difensore, tutte le unità dello stack fanno un test di iniziativa (valore del leader) e se viene passato l'attacco diventa un azione di scouted , con perdite ridotte per entrambe le parti e ovviamente nessun risultato.

Il Deliberate attack è un attacco preparato e ovviamente spende molti più PM; sedici per le truppe motorizzate e 6 per quelle appiedate. Stack multipli possono partecipare ( e anche supporti di HQ che hanno già mosso; in aggiunta anche unità di artiglieria distanti fino a due esagoni possono partecipare, se hanno abbastanza punti movimento. Se partecipano solo unità di artiglieria, allora l'attacco si trasforma in un mero bombardamento.

Nella sostanza l'hasty attack ha senso quando l'attaccante così tanto il difensore in potenza e morale che non avrebbe senso perdere PM per un attacco, mentre gli attacchi contro linee fortificate e ben difese richiedono sicuramente un numero di unità e supporti ben superiori. Giocando con i sovietici si impara a conoscere quanto sia dura sfondare una buona linea fortificata tedesca, specialmente se ci sono riserve. Di solito attacchi multipli sono necessari assieme a bombardamenti aerei, quindi la concentrazione di forze deve essere notevole nell'area di interesse.




sabato 15 giugno 2013

Nuovi turni a War in the East

Continua il mio PBEM con War in the East; la battaglia nel Caucaso si fa dura, ma il mio avversario sembra aver raggiunto un punto di overstretch delle sue forze in una zona dove ho molte truppe mobili. Infatti nell'ultimo turno le sue forze panzer nonostante abbiamo sfondato sono state isolate a causa della mancanza di fanteria e presumibilmente sarà costretto ad arretrare il prossimo turno. La forte pressione in altri punti del fronte lo costringe a non muovere grosse forze a sud anche se la mia ricognizione mi fa vedere forze italiane e rumene molto più indietro.


giovedì 16 maggio 2013

Rilasciato Lost Battles e nuova patch per WITE

E' stata rilasciata l'espansione Lost Battles per War in the East, assieme alla nuova patch. Sembra che la vita utile di WITE si sia prolungata rispetto alle aspettative, che lo volevano alla fine del suo sviluppo.

http://www.matrixgames.com/news/1079/War.in.the.East:.Lost.Battles.is.here!

Qui il change log della nuova patch:



"
V1.07.08– May 16, 2013

• New Features and Rule Changes

1. Formula Change - Greatly reduced the chance that a unit below its national morale will receive the die(10% of national morale) increase in morale.

• Bug Fixes

1. Fixed a bug that was allowing non-recon air groups to transfer to German Army Airbases (the new rule created in 1.07.07 was not working correctly).
2. Fixed a bug where the “Restore ground element upgrade paths” question was not showing up properly during Multiplayer games.

• Data and Scenario Changes

1. In games where the AI is playing the Axis side, the Soviet player will be asked whether to restore ground element upgrade paths per the change in version 1.07.07. Also, in games started with version 1.07.07 or later, the restore question will not be asked (as the upgrade paths have already been reinstated in the data).
2. Correction for the 1.07.07 readme:
Restored 2 ground element upgrade paths listed below (these are restored along with the German upgrade paths in existing games if the player answers yes to the question):
0299 Rifle Squad (Hungarian) to 0298 Rifle Squad (Hungarian)
0316 Rifle Squad (Slovakian) to 0315 Rifle Squad (Slovakian)




V1.07.07– April 29, 2013

• New Features and Rule Changes

1. New Rule - Only recon air groups may be transferred to German Army Airbases. No air groups may be assigned directly from the National Reserve to German Army Airbases.

• Data and Scenario Changes

3. Restored four German ground element upgrade paths listed below. In existing games, the German player will be asked once whether they wish to “Restore Ground Element Upgrade Paths”. If yes, then the upgrade paths below will be set, otherwise the ground elements will remain with no upgrade path and the player will not be asked again.
0081 Rifle Squad upgrades to 0082 Rifle Squad
0084 Pioneer Squad upgrades to 0085 Pioneer Squad
0094 Motorized Rifle Squad upgrades to 0096 Motorized Rifle Squad
0114 Fallschirmjager Squad upgrades to 0115 Fallschirmjager Squad
4. Corrected start date of the Soviet 42 Flamethrower Company (OB 383) from 5/42 to 7/42.
5. Minor changes to recently added German leaders.
6. Restored 2 ground element upgrade paths listed below:
0298 Rifle Squad (Hungarian) to 0299 Rifle Squad (Hungarian)
0315 Rifle Squad (Slovakian) to 0316 Rifle Squad (Slovakian)


V1.07.06– April 12, 2013

• New Features and Rule Changes

1. Rule Clarifications – HQ and airbase units do not receive the motorized bonus to national morale. Units do not gain morale while routed. Units may only gain morale outside of combat if their morale is less than 10 points above their national morale, or less than 50, whichever is greater.

• Bug Fixes

1. Fixed a bug that prevented a part of rule 9.1.1 from functioning correctly. Units that were below their national morale were not getting the chance to gain morale simply due to the fact that they were below the national morale. Now they get the chance, and if they go up (they must pass various checks), they will receive an increase of die(10% of their national morale), but not to exceed the national morale.
2. Fixed a bug that prevented Soviet players from being able to create new flak units at cities.


V1.07.04– April 4, 2013

• New Features and Rule Changes

1. Rule Change – Ground combat in a hex can no longer cause damage to a port in the hex.

• Bug Fixes

1. Fixed a bug that prevented Don to the Danube scenarios from being playable in Multiplayer.

• Data and Scenario Changes

Updated WitE Campaigns and many smaller scenarios
1. German airgroups updated to the latest versions of aircraft
2. Soviet partisan MPs zeroed out
3. Hungarian 39M Armored Car Factory removed


V1.07.03– March 15, 2013

• New Features and Rule Changes

1. Change in Save Game Structure – Games that are saved using a 1.07.00 version or later are saved in such a way that they may only be loaded successfully by a 1.07.00 or later version. This change was made to eliminate the potential of players using earlier versions of the game to take advantage of possible exploits..
2. New Rule – The maximum MPs for Soviet Tank and Motorized Divisions in 1942 are 25.
3. AI Improvements – Made several AI adjustments, including improvements to the AI’s line forming function, improvements to its use of support units (getting them out of rear HQ’s and into active HQs), and improvements to its overuse of counterattacks that put the AI’s units in dangerous situations.

• Bug Fixes

1. Fixed a bug that allowed fort units to attach an unlimited number of construction support units.
2. Fixed a rare AI bug that could cause units from both sides to temporarily occupy the same hex.
3. Fixed a bug that could prevent a destroyed German unit from returning to the game to be rebuilt.
4. Fixed a bug that could prevent the save game screen from closing when the ESC key was pressed.
5. Fixed a bug with the set production usage interface in the editor screen.
6. Fixed a bug with highlighting of Soviet Corps breakdown units.
7. Fixed a bug that caused an attempt to build a Gun Artillery Division in 1943 to instead build a Heavy Artillery Division.

• Data and Scenario Changes

1. Changed frontal armor of IS-1 and early IS-2 and side armor of IS-3.
2. Corrected the Italian Labor Squad’s speed and size and the SU-76’s fuel use.
3. Corrected the availability date of several Soviet leaders to June 1941. These leaders are commanding Corps in June 1941 but were incorrectly listed in the game data as not being available until later.
4. Corrected the missing build cost for Rumanian, Hungarian and Soviet Labor Squads.
5. Changed 41b Tank Division end date to 12/41.

"

lunedì 6 maggio 2013

War in the East un AAR con Lost Battles

Su Armchair General trovate un AAR fatto in preview con Lost Battles, la prossima DLC per War in the East. L'AAR è sulla controffensiva tedesca per sbloccare l'assedio di Budapest nel 1945.

http://www.armchairgeneral.com/operation-konrad-a-senario-for-gary-grigsbys-war-in-the-east-lost-battles-aar.htm


sabato 4 maggio 2013

War in the East PBEM turno 15 e 16

Ecco i video degli ultimi due turni fatti con WITE; il mio avversario ha circondato molte delle mie truppe sul fronte del Caucaso ma sono riuscito a ricostruire in fronte e sto attuando una difesa flessibile a scacchiera, complice anche la sua difficoltà di approvvigionamento a sud. Nel frattempo sto iniziando a costruire corpi di fanteria e lanciando offensive secondarie su altri fronti in modo da costringerlo a chiamare truppe qui.


sabato 27 aprile 2013

Matrix Games annuncia War in the East: Lost Battles

Matrix Games ha annunciato il prossimo rilascio di War in the East: Lost Battles, espansione per War in the East, con scenari aggiuntivi.



The second expansion for the Eastern Front tour de force Gary Grigsby’s War in the East just arrived with Gary Grigsby’s War in the East: Lost Battles! This new addition to the award-winning War in the East fills out your collection of Eastern Front scenarios with a range of new and challenging battles.

Shorter scenarios like Operation Mars, Courland Pocket, Smolensk 1941, Operation Bagration, the Liberation of Leningrad and Operation Konrad bring you to some of the most interesting operations in World War II while keeping the time investment to 15 turns or less. Added to these are medium size scenarios like the Battle for Moscow, Vistula to Berlin and Winter 1942-43, as well as the immense new Stalingrad to Berlin campaign and a new sudden death victory variant of the main 1941-1945 campaign.

mercoledì 20 marzo 2013

Gary Grigsby's War in the East PBEM parte 14

14ma parte della mia partita a WITE; siamo ad Aprile e quindi abbiamo un turno di fango e uno di bel tempo. Il mio avversario sembra voler sfondare nel Caucaso e apparentemente ci sta riuscendo bene, ma non ha tenuto conto delle mie riserve e mentre lui si disperde in un'area priva di strade, io mi concentro per colpirlo.



lunedì 11 marzo 2013

Rilasciata megapatch per War in the East

Oggi Matrix Games Ha rilasciato una nuova mega patch per Gary Grigsby War in the East;

http://matrixgames.com/products/372/downloads/

ecco il change log:

V1.06.27 – March 11, 2013

• New Features and Rule Changes

1. Production Change – Size 0 factories will now expand if they are past their start date.
2. Formula Change – Adjusted the way staging bases are selected for providing ground support aircraft to ground battles.
3. Editor – Improved the Upgrade all OB function. This function should be used only at the beginning of building a scenario (once the unit list has been created), as it often requires units to be rebuilt.
4. AI Improvement – Made a small improvement in how the AI builds lines in small scenarios.
5. PBEM - A possible exploit in PBEM games was identified and removed from the game. We suggest players use the latest version when playing PBEM.

• Bug Fixes

1. Fixed a bug causing the end game screen not to appear properly in small scenarios.
2. Fixed a bug where destroyed German units that were rebuilt were coming back with 10 less morale than they should have.
3. Fixed a bug where the CSV export could get corrupted if a name field is at the maximum value of 40 characters.

Data and Scenario Changes

1. Red Army Resurgent 42-43 Scenario - Corrected the starting MPs of the 1st Gds Mech Corps by setting it to 0 as the unit is frozen at the start.

V1.06.25 – December 28, 2012

• New Features and Rule Changes

1. Rule Change – Frozen support units are now reset during the logistics phase so they are not frozen. The intention is that support units should not be frozen.
2. Rule Change – Soviet factories no longer rise to their build limit on the turn they become active. Axis were already not rising starting with version 1.06.22. Both Soviet and Axis factories will not increase in size before their start date.

• Bug Fixes

1. Fixed a bug where Unready/depleted support units were not filtered correctly in the CR screen.
2. Fixed a bug in the data table for the support needs of certain ground element types. Heavy AT Guns now require 10 support (instead of 0), Light AT Guns require 2 support (instead of 0) and Heavy Infantry Guns require 12 support (instead of 1). These numbers are the amount of support required by 10 elements of the given type of ground element.
3. Fixed a bug where in some cases, mouse clicks on certain areas of the CR screen were not being recognized.
4. Fixed a bug where the number of available support units was not always displayed correctly (when assigning/forming support units).
5. Fixed a rare crash bug caused by using the Prev TOE(OB) option in the TOE window.
6. Fixed a bug that could cause prevent fighters from flying escort for air transport missions.
7. Fixed a bug causing the Demjansk scenario, and possibly other very small scenarios to end prematurely.

• Data and Scenario Changes

1. Made minor corrections in the wrob.dat and wrdevice.dat files to improve the flow of production into units.


V1.06.23 – December 16, 2012

• New Features and Rule Changes

1. Rule Change - Generic factories (ARM, HI, etc) with a non zero build limit and with factory size above it were being reduced to the build limit starting with version 1.06.22. Now, these factories are not affected by the reduction rule added in 1.06.22.
2. Formula Change – Adjusted Dive bombers accuracy when bombing cities.
3. Formula Change - Adjusted night bombing accuracy.
4. Formula Change - Adjusted city bombing routine.

• Bug Fixes

1. Fixed a bug where aircraft factories above the build limit were not being reduced to the build limit as intended by the changes in 1.06.22.
2. Fixed a bug where Soviet numbered air armies could get renamed.


V1.06.22 – November 29, 2012

• New Features and Rule Changes

1. New Rule – Air transport missions may only be flown by air groups that are located on airbases within 5 MPs of a supply source (rail net).
2. New Rule – Factories that are moved may not be moved again for twenty turns. The turn when it will be able to move again is shown on the city display when in rail transfer mode.
3. New Rule – Heavy Tank Brigades may not be used to form Soviet Corps.
4. Changes to Production Formulas
a) Axis factories no longer rise to their build limit on the turn they become active.
b) Factories with a size of 0 that have an expansion rate greater than 0 will no longer receive damage of 1 when they reach their availability date.
c) Factories that are set to values larger than their build limit will be set to their build limit during the next production cycle.
5. Changes to Equipment Scrapping, Swapping and Upgrading Formulas
a) Scrapping of ground equipment now begins exactly 12 months after the last month/year availability date, instead of at the start of the next calendar year after the last year of availability.
b) AFVs are no longer scrapped if they are being used by any units in the game.
c) Ground elements below 10 in the pool can be scrapped at a rate of 1 per turn so the pool will eventually be emptied.
d) Modified ground element and aircraft swapping to give priority to newer equipment.
e) Increased the chance to swap aircraft. Depleted groups still have a higher chance to swap.
f) Captured equipment will no longer upgrade to other captured equipment using the upgrade routines. They may swap out the captured equipment for other captured or normal equipment.
6. Changes to Combat Formulas
a) Reduced the fire of artillery elements during bombardment (2-hex) combat (primarily reduced the fire of defending artillery).
b) Defensive fire will be reduced to conserve ammunition if the attacker is relatively very small (roughly less than half the size of the defender).
c) If an artillery element is firing with its non-main gun devices only, 1/10 of the standard ammunition is used.
d) Removed very large ammo usage spikes by artillery ground elements in battle.
7. New Feature – Added event log messages when air groups withdraw.
8. Code Optimization – Optimized support unit assignment interface code.


• Bug Fixes

1. Fixed a bug where air groups that flew missions to the same hex that their airbase was located in were not being charged miles flown. Now a nominal amount of miles flown is charged to the air group. This will prevent heavy bombers from being able to fly repeated air transport missions in the same turn when flying to their same hex.
2. Fixed a bug that was preventing support units from receiving supplies when attached to units involved in a HQ buildup. This bug was causing the support units to lose morale and gain fatigue.
3. Fixed a bug that was causing partisan units to erroneously lose morale.
4. Fixed a bug in the editor where clicking on a location ID performed an unintended delete of the location.
5. Fixed a bug that was causing mountain units to pay 4 MP’s when moving through a mountain pass instead of the intended 3 MPs (since mountain units pay 3 MPs for any mountain hex).
6. Fixed a bug that made changing the HQ attachment of a broken down Soviet corps cost less APs than it should have. As of version 1.05.53 it should have followed these rules: When a broken down unit from a Soviet Corps of any kind changes its HQ attachment, all broken down units that are a part of that Corps will also change their HQ attachment. The cost for this change in HQ will be equal to the cost of changing the Corps.
7. Fixed a bug where an artillery unit attacking across an impassable river hexside could end up with negative movement points.
8. Fixed a bug that prevented the Soviet player from building new regular Mortar Brigades and Tank Brigades at times during 1944/45.
9. Fixed a bug in the AI where it could warp a unit into an overstack situation inside a pocket.
10. Fixed a bug where the game could freeze when all Soviet supply centers were captured. The game will now end if all supply centers of one side are captured.
11. Fixed two bugs with partisan units. In the first bug the partisan unit could end up with MPs, in the second it could end up stacked with an enemy unit.
12. Fixed a bug that prevented support units from getting ground element upgrades.
13. Fixed a bug preventing units attached to a city from upgrading/swapping ground elements.
14. Fixed a bug preventing artillery support units directly attached to a unit defending in a bombardment combat from being able to commit to the battle.

• Data and Scenario Changes

An update was made to the campaign scenario files and OB and Device data files. Going along with this data update, several programming changes were made to improve production. The logic behind the changes and the changes themselves are detailed below.
Developer’s Notes by Jim Wirth: The primary focus of this data update was to correct Axis production for errors and omissions resulting from scenario changes and developments introduced after production was originally setup as well as from missing or erroneous data. In addition a few changes were made to some of the German armor ratings not resulting from new information but rather due to either applying a more consistent methodology to calculating the values or incorporating data previously ignored, such as the pre-Barbarossa armor upgrade of the Panzer IIc. In some cases to get game production as close to historical as possible Production Start and End Dates were shifted a month or two in either direction. Finally to compensate as much as possible for the effect of using the production period for the service life when determining if a particular ground element (primarily AFVs) is subject to scrapping, the Production End Date was extended to the first month of a subsequent year. For example, the Panzer Ib which actually went out of production in June, 1937 has a Production End Date of January, 1941. Panzer Ibs will now not start being scrapped until 1942. Unfortunately this work-a-round can only be used for elements either not in production before June, 1941 or which upgrade in the course of the game. The one area of Axis production which was not changed was factory locations. It was the decision of the design and development team to defer those changes to subsequent games in the series.
Detailed changes to the Axis AFVs are as follows:

1. Panzer Ib (0001) – Production End Date changed from 6/37 to 1/41.
2. Panzer IIc (0002) – Frontal Armor increased by 15 (Note: All Panzer IIcs had additional armor added prior to Barbarossa); Production End Date changed from 4/40 to 1/42.
3. Panzer IIf (0003) – Initial Factory Size decreased by 2; Build Limit decreased by 2. Production End Date changed from 12/42 to 2/43.
4. Panzer IIL (0004) – Build Limit reduced by 1.
5. Flammpanzer II (0005) – Production End Date changed from 3/42 to 1/42.
6. Panzer IIIe (0006) – Production End Date changed from 7/40 to 1/41.
7. Panzer IIIj L/60 (0009) – Build Limit increased by 2.
8. Panzer IIIm (0010) – Build Limit decreased by 1.
9. Panzer IIIn (0011) – Build Limit decreased by 1.
10. Flammpanzer III (0012) – Build Limit increased by 10.
11. Panzer 35(t) (0013) – Production End Date changed from 12/38 to 1/41.
12. Panzer 38(t) (0014) – Production End Date changed from 10/40 to 1/41.
13. Panzer 38(t)E (0015) – Side Armor decreased by 4; Build Limit increased by 4; Expansion Rate increased by 1.
14. Panzer IVg L/43 (0020) – Build Limit decreased by 1.
15. Panzer IVh (0021) – Production End Date changed from 6/44 to 1/45; Expansion Rate decreased by 1.
16. Panther A (0023) – Production End Date changed from 4/44 to 1/45. Expansion Rated decreased by 2.
17. Panther G (0024) – Build Limit decreased by 2
18. Tiger (0025) – Production Start Date changed from 7/42 to 8/42; Production End Date changed from 12/44 to 8/44; Build Limit increased by 1.
19. King Tiger (0026) – Frontal Armor increased by 5; Production Start Date changed from 1/44 to 2/44.
20. Brummbar (0027) – Name changed to Sturmpanzer IV; Reliability Rating changed from 25 to 30.
21. Stug IIIb (0028) – Build Limit decreased by 2.
22. StuH42 (0029) – Production Start Date changed from 10/42 to 12/42; Production End Date changed from 2/45 to 9/45. (Note: Rate of production based on historical.)
23. Stug IIIf (0030) – Frontal Armor decreased by 23; Production End Date changed from 11/42 to 5/42; Build Limit decreased by 4. (Note: See Note to Stug IIIg.)
24. Stug IIIg (0031) – Bow (actually coaxial) Machinegun removed; Frontal Armor increased by 7; Production Start Date changed from 12/42 to 6/42; Ammo Use decreased by 18; Build Cost deceased by 2; Build Limit decreased by 2; Expansion Rate increased by 1. (Note: Historically half the Stug IIIfs did not received an armor upgrade and all of these were armed with the 75mm L/43 gun. The remainder of Stug IIIfs and all Stug IIIf/8s had the additional armor and 31 of the Stug IIIfs and all of the Stug IIIf/8s had the 75mm L/48 gun. Previously in the game the Stug IIIfs and the Stug IIIf/8s were combined and all had the additional armor and the 75mm L/43 gun. Historically only some (amount unknown) late production Stug IIIgs had the coaxial machinegun, the only feature that in game terms distinguished them from the Stug IIIfs/f8s with additional armor and the 75mm L/48 gun. By removing the coaxial machinegun from the Stug IIIg its production could be combined with that of the late model Stug IIIf and Stug IIIf/8 resulting in game production within 2% of historical.)
25. Jagdpanzer IV (0032) – Frontal Armor increased by 11; Side Armor increased by 2; Top Armor Increased by 4; Build Limit increased by 3; Production End Date changed from 9/44 to 1/45.
26. Marder II (SdKfz-132) (0034) – Production End Date changed from 6/43 to 9/43; Build Limit decreased by 1; Expansion Rate decreased by 1.
27. Marder II (SdKfz-131) (0035) – Expansion Rate increased by 1.
28. Marder III (0036) – Build Limit decreased by 2; Production End Date changed from 4/44 to 1/45.
29. Panzerjager 38(t) (0037) – Build Limit decreased by 1; Expansion Rate decreased by 1; Production End Date changed from 10/42 to 1/43.
30. Nashorn (0038) – Production Start Date changed from 2/43 to 3/43.
31. Hetzer (0039) – Frontal Armor decreased by 4; Build Limit reduced by 5; Expansion Rate decreased by 1.
32. Jagdpanzer IV/70(V) (0041) – Frontal Armor decreased by 10; Side Armor decreased by 6; Top Armor decreased by 1; Build Limit decreased by 2; Expansion Rate decreased by 1.
33. Jagdpanther (0042) – Initial Factory size decreased by 1; Frontal Armor decreased by 7; Top Armor increased by 2; Production Start Date changed from 1/44 to 2/44.
34. Elefant (0043) – Side Armor decreased by 8; Reliability Rating changed from 40 to 45.
35. Jagdtiger (0044) – Frontal Armor increased by 15; Top Armor increased by 2; Production Start Date changed from 7/44 to 8/44.
36. Hummel (0046) – Build Limit increased by 3.
37. SdKfz-10/4 (0048) – Initial Factory Size increased by 2; Build Limit increased by 2; Production End Date changed from 12/44 to 1/44.
38. Flakpanzer 38(t) (0049) – Frontal Armor increased by 4; Build Limit increased by 2; Expansion Rate increased by 1; Production End Date changed from 2/44 to 1/45.
39. Wirbelwind (0050) – Initial Factory Size increased by 1; Build Limit decreased by 2; Expansion Rate decreased by 3; Production End Date changed from 11/44 to 1/45.
40. Ostwind (0051) – Crew Size reduced by 1; Expansion Rate increased by 1.
41. sIG33 (0052) – Production End Date changed from 2/40 to 1/42.
42. sIG33 Grille (0053) – Crew Size deceased by 1; Build Limit decreased by 8; Expansion Rate decreased by 1. (Note: This vehicle “swapped” data base slots with the sIG33 (SdKfz-138) to reduce scenario edits.)
43. SdKfz-221(0054) – Production End Date changed from 5/40 to 1/41.
44. SdKfz-231 (0056) – Production End Date changed from 9/43 to 1/44.
45. SdKfz-234/1 (0057) – Production End Date changed from 1/45 to 10/44.
46. SdKfz-234/2 (0058) – Production Start Date changed from 9/43 to 1/44.
47. SdKfz-234/3 (0059) – Production End Date changed from 11/44 to 1/45.
48. SdKfz-234/4 (0060) – Build Limit increased by 1.
49. SdKfz-251/1 (0062) – Initial Factory Size decreased by 2: Build Limit decreased by 6; Expansion Rate decreased by 1; Production End Date changed from 8/43 to 1/44. (Note: All the SdKfz-251 variants were being over-produced and corrected to not exceed 40% of total production.)
50. SdKfz-251/10 (0063) – Initial Factory Size increased by 2; Build Limit decreased by 13; Expansion Rate decreased by 1.
51. SdKfz-251/2 (0064) – Initial Factory Size decreased by 6; Build Limit decreased by 6; Production End Date changed from 8/43 to 1/44.
52. SdKfz-251/1 (0065) – Build Limit decreased by 10.
53. SdKfz-233 (0066) – Build Limit deceased by 1.
54. SdKfz-251/17 (0090) – Build Limit decreased by 9.
55. SdKfz-251/22 (0107) – Build Limit decreased by 6; Expansion Rate decreased by 1.
56. Mobelwagen (0117) – Build Limit decreased by 1; Expansion Rate decreased by 1.
57. Panzer IVj (0125) – Build Limit increased by 3; Expansion Rate increased by 1.
58. SdKfz-251/9 (0126) – Build Limit decreased by 12.
59. SdKfz-6/2 (0127) – Production End Date changed from 12/43 to 5/42.
60. Stug IV (0170) – Build Limit increased by 1; Expansion Rate decreased by 1.
61. CV-33 (0177) – Production End Date changed from 12/41 to 1/42.
62. L6/40 (0178) – Production End Date changed from 9/42 to 1/43.
63. M-11/39 (0179) – Production End Date changed from 11/40 to 1/41.
64. M-13/40 (0180) – Initial Factory Size decreased by 1; Build Limit decreased by 1; Production End Date changed from 12/42 to 1/43.
65. M-15/42 (0181) – Production End Date changed from 9/45 to 8/43.
66. Semovente L40 da 47 (0183) – Production End Date changed from 2/43 to 4/43; Build Limit increased by 7.
67. Semovente M40 da 75 (0184) – Production End Date changed from 12/42 to 1/43.
68. Semovente M43 da 105 (0185) – Production End Date changed from 9/45 to 8/43.
69. Autoblinda (0187) – Initial Factory Size decreased by 1; Production Start Date changed from 1/40 to 1/41; Production End Date changed from 9/45 to 8/43; Build Limit decreased by 1.
70. Semovente M42 da 75 (0188) – Production Start Date changed from 3/43 to 5/43; Production End Date changed from 9/45 to 8/43; Build Limit increased by 1.
71. SdKfz-7/1 (0209) – Initial Factory Size decreased by 1; Production Start Date changed from 6/41 to 4/40; Production End Date changed from 9/43 to 10/44; 26 vehicles in 1941 pool; Expansion Rate decreased by 1.
72. SdKfz-7/2 (0210) – Initial Factory Size decreased by 2; Crew Size decreased by 3; Build Limit increased by 3.
73. Panzerjager 38(t)H (0216) – Build Limit increased by 1; Production End Date changed from 3/43 to 1/44.
74. Panzer 38(t) Aufklarer (0217) – Build Limit decreased by 2; Expansion Rate decreased by 1.
75. sIG33 (SdKfz-138) (0218) – Build Limit decreased by 3; Expansion Rate decreased by 1. (Note: See 42 above.)
76. Panzer IIIj L/42 (0219) – Build Limit increased by 2.
77. SdKfz-251/2 (0220) – Build Limit decreased by 10.
78. Panzer IVg L/48 (0221) – Build Limit increased by 1; Expansion Rate increased by 1; Production End Date changed from 4/43 to 1/44.
79. OA vz.30 (0225) – Production End Date changed from 12/41 to 1/42.
80. CKD-R1 (0226) – Production End Date changed from 12/42 to 1/43.
81. Vanatorul de care R-35 (0230) – Production End Date changed from 12/44 to 7/44.
82. TACAM T-60 (0237) – Production Start Date changed from 7/43 to 2/43; Production End Date changed from 9/45 to 9/43.
83. TACAM R-2 (0238) – Production Start Date changed from 7/44 to 1/44; Production End Date changed from 9/45 to 5/44.
84. Toldi II (0278) – Initial Factory Size decreased by 3; Production End Date changed from 6/42 to 2/42; Build Limit decreased by 1.
85. Turan-I (0279) – Initial Factory Size decreased by 1; Production Start Date changed from 9/41 to 11/41; Production End Date changed from 6/43 to 1/43; Build Limit decreased by 1.
86. Turan-II (0280) – Production Start Date changed from 7/43 to 2/43; Production End Date changed from 12/44 to 5/44.
87. Nimrod (0287) – Production End Date changed from 12/42 to 11/42; Build Limit increased by 2; Expansion Rate increased by 1.
88. 39M CSABA (0288) – Production End Date changed from 9/45 to 1/45; Build Limit decreased by 1; (Note: All CSABAs were produced prior to Barbarossa.)
89. Toldi IIa (0303) – Production Start Date changed from 1/43 to 7/42; Production End Date changed from 10/43 to 12/43; Build Limit decreased by 1.
90. Zrinyi II (0307) – Production Start Date changed from 1/43 to 5/43; Production End Date changed from 12/44 to 6/44.
91. LT-38 (0333) – Production End Date changed from 12/42 to 12/41.
92. LT-40 (0335) – Production End Date changed from 12/42 to 4/42.

Other Data Changes:
1. Renamed OB 336 from 41 Sturm Division to 41c Infantry Division. It will upgrade to a Sturm division (OB 337) in 1943.
2. Fixed several problems with German Cavalry brigades in all the Campaign scenarios and the Decision in the Ukraine scenario by using new Cavalry Brigade OBs.
3. The French Volunteer Regiment now uses the 44 Infantry Regiment OB in the 44 Campaign.
4. Changed Soviet rocket launchers to single device elements with adjusted ROF.
5. Changed 41 Infantry Regiment OB to upgrade to the 43 Infantry Regiment.

martedì 26 febbraio 2013

Parte 13 PBEM War in the East


Siamo ancora nel mezzo del fango, ma mi sto già preparando per la sua prossima offensiva: il suo sfondamento nel Caucaso mi ha sorpreso un po', ma la pagherà con meno forza d'urto a Maggio-Giugno.



martedì 29 gennaio 2013

Turno 12 War in the East

12mo video con WITE; il mio avversario sta premendo davvero tanto ed è riuscito a mettere piedi oltre Rostov, gli sto contestando ogni palmo in questa fase, anche a costo di perdite dolorose, perchè ad Aprile comincia il fango ed ogni perdita adesso sono meno truppe durante la stagione del bel tempo. La differenza è che a Maggio avrò un bel nucleo di Tanks Corps e corpi di fanteria che gli renderanno la vita più difficile.